Introduction...... 1 • Introduction Game Components ...... 2 You are the commander of a United States Navy or Marine Campaign Set-Up ...... 6 Corps state-of-the-art strike fighter squadron. Sequence of Play...... 8 Pre-Flight ...... 8 As a squadron commander, you will be given missions and Target-Bound...... 10 targets to destroy, and an intelligence briefing to give you Over Target ...... 10 information about the target and the positions of potential Home-Bound...... 14 enemy air defenses. It is up to you to choose your pilots and Debriefing ...... 14 arm their aircraft. Optional Rules ...... 16 Credits ...... 17 If you’re good enough, you’ll be able to consistently Aircraft and Ordnance...... 17 accomplish your mission and bring all your pilots home. Sample Mission...... 21 The Areas adjacent to a Pre-Approach Area are: the Pre- • Game Components Approach Areas that touch the Pre-Approach Area, the Campaign Maps Approach Areas that touch the Pre-Approach Area, and the These sheets show the Target Stand-Off Areas that touch the Pre-Approach Area. opportunities, Campaign durations, and other Campaign The Areas adjacent to a Stand-Off Area are: the Pre-Approach specific information. Areas that touch the Stand-Off Area, and the Stand-Off Areas that touch the Stand-Off Area. There are 4 levels of Campaign difficulty. From easiest to hardest, The Die they are: Introductory, Standard, Whenever a die roll is called for in the game, roll a ten-sided Advanced, and Expert. We die (d10). This will generate random numbers from 1 to 10. recommend starting with Some dice have numbers ranging from 1 to 10, others range Introductory for your first from 0 to 9. Treat the die’s “0” face as being a “10”. Campaign. Counters The numbers on the map are Target numbers corresponding to Aircraft: Each counter has a Low the numbers in the top-right corners of the Target cards. Altitude side and a High Altitude side. The small white caret on each map shows the direction from which you are flying from your aircraft carrier. This does not effect game play. Air Defenses: These counters are double-sided. They have a Site on one side and a Bandit on the other.

Help Sheet Sites are ground-based enemy gun and missile This sheet has helpful reference charts systems that Attack your Aircraft. and general information you’ll need to play the game. Bandits are enemy fighters that Attack your Aircraft.

Place all the red Air Defense counters in a cup to draw from when you are determining Sites and Bandits present.

Tactical Air Defenses have their Attack numbers across the top. Display Sheet The counter’s range number is in the black circle and indicates You will use this sheet the maximum range of the counter’s Attack. If a counter does to resolve the Over not have a range number, it can only Attack Aircraft in its same Target portion of each Area. mission. This sheet shows the Sequence of The H or L indicates its ability to Attack Aircraft at High, Low, Play and has areas to or both Altitudes. organize your cards. Adjacent Areas If the counter has an “R” in the upper left corner, the counter Always use the shortest path when calculating range for an can be Attacked with Anti-Radar weapons (AGM-88s) as well Attack or movement. as normal weapons.

The Areas adjacent to the Center Area are: the Approach Areas. All Sites have an “S” in the top-left corner to indicate they are Soft Targets. Some weapons get a bonus to Attack Soft Targets. The Areas adjacent to an Approach Area are: the Center Area, The bonus is shown on their Weapon counters. the Approach Areas that touch the Approach Area, and the Pre- Approach Areas that touch the Approach Area. Some Sites and Bandits also have a positive or negative defense number in their top left corner. Apply this modifier to your die roll when Attacking them.

Example: If a Site has a “+1” defense modifier it is easier to Hit. Add 1 to the die roll when you Attack the Site.

Component note: The Taiwan Defense campaign uses the normal mix of Soviet fighters for the Chinese. China builds its 2 own fighters, but they are very similar in capability to the Weapons Soviet aircraft.

Enemy Bombers: These counters are double- sided. They have a single enemy Bomber on one side and two enemy Bombers on the other. Flip and swap counters as needed as you Destroy the Bombers.

Use these counters to represent the incoming enemy Bombers during the Carrier Defense missions. Each counter has a defense modifier that is added to your air combat Attacks against the Bombers. Attack the Bombers as you would a Bandit. Arm your Aircraft with weapon counters during the Arm Aircraft Phase. The military designation of each weapon is Treat each Bomber as an individual Target that must be printed vertically along its left edge. Destroyed like a Bandit. Weapons are either external munitions, internal munitions, or Example: One of your Pilots targets a Bomber counter with 2 systems carried by a Pilot's Aircraft. Each individual Aircraft is Bombers. He fires 4 Sidewinders and scores 3 Hits. He limited on what it can and cannot carry due to weight, destroys 1 enemy Bomber. Flip the counter to its 1 Bomber hardpoints, and flight systems. In Hornet Leader it is your job side. to arm your Aircraft with the right combination of weapons to get the job done. Bomber counters do not move on the Tactical Display like Bandits, they remain in the Center Area. Bomber counters do Each weapon counter has a Weight Point cost. The weapon not Attack your Aircraft. counters provided limit your selection. You may not use more of a given type of counter than the actual number of that Stress: Used to record the amount of Stress counter provided in the game. The counters have one type of suffered by each of your Pilots. When a Pilot munition on one side and a different type on the other side. As suffers Stress, immediately place the Stress counter you select the weapon counters, place them on the appropriate on his Aircraft card. Aircraft cards.

Situational Awareness: Used to record the Types of Weapons Situational Awareness Points each Pilot has during There are three types of munition counters: Air to Air, Air to a mission. Flip and swap counters as needed. Ground, and Pods. Air to Air weapons (AIM-9s, AIM-7s, AIM-120s and AIM-54s) Target Damage: Used to note the Hits you’ve can only be fired against enemy Bandits. These counters have inflicted on the Target. yellow stripes as a visual reminder that they are Air to Air weapons. They can only be fired at Bandit counters, which also . have yellow stripes.

Campaign Sheet Counters: Place the “Target” All other weapons are Air to Ground and can Attack Sites and counter on the Campaign Sheet as a reminder of Targets, but not Bandits. which Area your Target is in. ECM Pods are special. An ECM Pod helps to protect the Aircraft carrying it from enemy Attacks. Reference the Ordnance section for the specific rules. Weapon Characteristics Each weapon represented in the game has the following Place the Recon, Intel, and characteristics: Infra counters on the corresponding words of the Weight Points: Weight cost for arming an Aircraft Campaign Sheet. When with this weapon counter. referencing the Campaign Sheet tracks, use the information on the space to the right of each counter. Example: The Mk. 84 has a Weight Point cost of 3. It uses 3 Weight Points on an Aircraft.

3 Attack Number: Roll this number or Aircraft Cards higher to successfully Hit a target. Each Pilot/Aircraft card represents its crew and Aircraft. Each card has two sides that show different experience levels for the Maximum Attack Range (black): The Pilot. Throughout these rules, the terms Aircraft and Pilot refer maximum distance the weapon can travel to these cards. to Attack a target. 1 - Pilot Name - Pilot Anti-Radar: Some Sites have an “R” (Radar) call signs are for notation. AGM-88s have a matching “R” (Radar) reference purposes only. notation. AGM-88s cannot Attack Targets, they can They do not affect game only Attack Sites that have an “R” notation. play.

Cannot Attack Range (red): If the weapon 2 - SA - Situational counter cannot Attack at a specific range, it will be Awareness - The Pilot’s shown in red next to the black range information Situational Awareness indicating a range you can use. skill value. For every point a Pilot has in this Example: The AIM-7 cannot Attack at range 0, but it can Attack skill, he can act twice at ranges 1 or 2. It cannot Attack at ranges beyond 2. during a turn. Once during the Slow step and Dispersed: Some weapons have a “D” in a black once during the Fast step. square to indicate they are immune to the Dispersed limitation on Target cards of only being 3 - Skill Rating - Pilot able to score 1 Hit per counter. skills are: Newbie, Green, Average, Skilled, Veteran, or Ace. The higher the rating, the better the Pilot skills. High Altitude Attacks: The weapon can be used by an Aircraft at High Altitude. 4 - Experience - The number of Experience Points the Pilot must earn to be promoted to his next higher skill level.

High and Low Altitude Attacks: The weapon can 5 - Aircraft Type - The military designation for the Aircraft. be used by an Aircraft at High or Low Altitude. 6 - Special Option Points - The number of SO (Special Option) Points awarded or expended for choosing the Aircraft. Low Altitude Attacks: The weapon can be used by The 3 numbers note the SOs gained or expended based on the an Aircraft at Low Altitude. Campaign length being played - Short, Medium, or Long.

Example: If you choose to add an F/A-18F to your squadron, Independent: Some weapons have an “I” in a for a Short Campaign, you need to spend 3 SO Points. black square to indicate they can be fired at independent targets. Each counter can Attack the Example: If you choose to add an A-7 Corsair II to your Pilot’s declared target, or a different target. squadron, for a Long Campaign, you gain an additional 12 SO Points. Example: Your F/A-18C at High Altitude in the Center Area declares the Target to be his target. Usually, he can only Attack 7 - Years in Service - The years the Aircraft was in service. the declared target, but because he has weapons with the Independent trait, he can drop a Mk. 82 and GBU-38s on the Example: The F/A-18F entered service in 2001. It can Target, a GBU-38 on a Site in the Center Area, and a GBU-38 participate in all Campaigns from 2001 and after. on a Site in the North Approach Area. 8 - C - Cool - Remove this number of Stress Points from the Soft: All Sites, and some Targets, have an “S” or Aircraft at the end of each Day (whether this Aircraft was “Soft” notation. Some weapons gain a bonus to flown or not). their Attack rolls when Attacking Soft targets. The specific bonus is noted on their weapon counters 9 - Stress - Pilots suffer Stress when they fly missions. Pilots next to the “S” in the black square. also suffer Stress when they are Attacked by Bandits and Sites.

Suppression: Some weapons gain a bonus to their If a Pilot’s Stress Points fall into the “Okay” range he uses the Attack rolls when Suppressing an enemy Air stats in the Okay row on his card. The range on the sample card Defense counter’s Attack against your Aircraft. The is 0 to 5. Pilots exceeding the Okay range become Shaken. specific bonus is noted on their weapon counters next to the “S” in the yellow square. If a Pilot’s Stress Points fall into the “Shaken” range he uses the stats in the Shaken row on his card. The range on the 4 sample card is 6 to 9. When a Pilot’s Stress exceeds the Shaken Challenging Events range, he becomes Unfit. Some Events have a “XP 1” notation. After you resolve all of the effects from these events, give each Pilot who encountered When a Pilot becomes Unfit, (the Unfit range on this card is and survived the Event 1 Experience Point. Record the 10+) remove all weapons (not Pods) from the Aircraft. An Unfit Experience Point on the Pilot Log, and check for Pilot Pilot may not Attack or Suppress. Unfit Pilots can Evade Promotion at the end of the mission, during the Pilot Promotion Attacks. Unfit Pilots may not be chosen for a mission. step as normal. 10 - Status - Okay, Shaken, or Unfit. This is based on the Pilot’s current Stress Points. A Shaken Pilot’s AtA and AtG Target Cards skills are reduced by 1 to 3 points. Target cards detail your mission objectives and their defenses. 11 - Speed - Fast or Slow. A Fast Pilot Attacks before enemy Sites or Bandits each turn. A Slow Pilot Attacks after Sites and The Target number is in the top- Bandits Attack. right corner and corresponds to the numbers on the Campaign 12 - AtA - Air to Air skill. This number is used to modify all Maps. Air to Air Attacks and Suppressions made by the Pilot. Target Trait Words 13 - AtG - Air to Ground skill. This number is used to modify Many Target cards have trait all Air to Ground Attacks and Suppressions made by the Pilot. words in their Special text area.

14 - W - Weight Points. The maximum number of Munition Bandit - Draw the indicated Weight Points the Aircraft can carry. number of Bandit counters at the start of each turn Over Target. Place the resulting Bandits in the Center Area. 15 - Munitions and Special Abilities - A list of the types of Munition counters you may load on the Aircraft. If a munition’s Bonus - If you Destroy the Target, in addition to the normal name does not appear on the list, it cannot be loaded on the effects, gain the noted benefit. Aircraft. If the Aircraft has special abilities, they will be listed here. Reference the full descriptions of special abilities in the Dispersed - Each AtG counter cannot inflict more than 1 Hit on Aircraft section at the end of these rules. the Target.

16 - Gun and Special Abilities - Gun availability and Gun Fixed - JDAM weapons can only Attack Fixed Targets from Attack information is found in this Area, along with some 1999 to 2008. special ability information. Friendly Fire - Inflict 1 Stress on the Attacking Pilot for each of his AtG counters expended Over Target, that inflict 0 Hits or Event Cards fail to Suppress.

Hardened - Subtract 1 Hit from the Hits inflicted by each AtG counter against the Target.

Improvement - This trait activates when the Target card is drawn. Apply the effect until you Destroy the Target card. If you do not select or Destroy these Target cards, do not discard them. These cards remain available for mission selection, in addition to your Recon Target draws, until Destroyed.

Example: Target #41 has the Improvement of giving all Targets 1 extra Hit. This means all Targets, including #41 requires 1 extra Hit to Destroy as soon as you reveal card #41. When you are asked to draw an Event card, draw from this deck. The top section shows mission events that occur on the Some Target cards have a Bonus of discarding an Improvement way to the Target. The center section shows any changes in the card in play. When Targets are discarded their Improvement defenses over the Target. The bottom section shows mission effect immediately ends. Do not treat them as Destroyed. events that occur on the way home from the Target. Overkill - You gain the noted bonus if you inflict the specified Unless an Event card states otherwise, Events only apply to the number of Hits on the Target. Aircraft/Pilots participating in the mission. Unless an Event states otherwise, immediately apply its effect. Objective - Place the indicated counters in the Center Area. You must Destroy these counters to Destroy the Target. You do

5 not need to Destroy any other counters in the Center Area to US Navy Campaign Destroy the Target. If you fly a Navy Campaign, you’ll be flying from an Attack Carrier. Attack Carriers are large ships that carry nearly 100 Some Target cards with Objectives also list Hits. To Destroy the aircraft of all varieties. Circle “US Navy” on the Player Log Target, you must Destroy the Objectives and inflict the noted Sheet. number of Hits. Do not select any AV-8Bs for your squadron. Some Objective Bandits and Sites might be on the backside of Sites and Bandits removed from the Campaign due to the Look through the Target cards and select the cards that have a Campaign Sheet notes. Use those counters as needed for Target number shown on the Campaign map. Use these cards to Objectives, but do not add them to your Bandit/Site counters form your Target deck. Place the other Target cards off to the being used for the Campaign. side. They will not be used during the Campaign.

Penalty - If you select the card for a mission and do not Marine Corps Campaign Destroy the Target, suffer the noted penalty. If you suffer an If you fly a Marine Campaign, you’ll be flying from an Assault “end campaign” penalty, your Campaign ends. Treat it as a Carrier. Assault Carriers are smaller and carry short take-off Dismal Evaluation. and landing aircraft. Assault carriers operate Marine aircraft that are used to support Marine shore assault operations. Scramble - As soon as you draw one of these cards, stop drawing Target cards. You must select this card as your Day’s Select only AV-8Bs and F-35B/Cs for your squadron. Circle Primary mission. “Marine Corps” on the Player Log Sheet.

Secondary - In addition to flying the Primary mission each Look through the Target cards and only select the cards that Day, you can select 1 available Target card with the Secondary have a Target number shown in the closest range band of your trait and fly a second mission during the Day. You must decide Campaign’s map. Use these cards to form your Target deck. to fly a Secondary mission, or not, when you select the Primary Place the other Target cards off to the side. Target for the Day. A Pilot can fly in the Primary mission, or the Secondary, not both. Assign Pilots to both missions when Example: In the Iraq 1991 Campaign, begin with Target cards you assign Pilots to the Primary mission. Do not determine the 10, 20, 53, 56, and 57. Sites for the Secondary Target until after resolving the Primary mission. If the Campaign Notes instruct you to begin the Campaign with specific Target cards in play, then begin with those cards in Fly the Secondary mission after you fly the Primary mission. play. You may fly missions against those Targets as normal, Treat the Secondary mission in all ways like a Primary mission. even if you haven’t Secured the preceeding range bands.

Adjust the Campaign tracks after completing both missions. Once you Destroy at least one-half (rounding up) of the Targets in a range band, the range band is “Secured”. Secondary Targets can be selected as a Primary or Secondary mission Target. Once the first range band is Secured, look through the Target cards and select the cards appearing in the second range band. Small - Subtract 1 from all AtG die rolls against the Target. Add them to any undrawn Target cards remaining, and shuffle.

Soft - Some weapons get a bonus to Attack Soft Targets. Example: In the Iraq 1991 Campaign, the second range band Target cards are: 1, 5, 6, 8, 12, and 44. Stress - Add or subtract the indicated number of Stress Points at the end of the mission to each Pilot who flew the mission. Repeat as you Secure each range band until the end of the Campaign. Vehicle - Some weapons get a bonus to Attack Vehicle Targets. Marines do not fly Campaigns like the Navy. In Navy Words in Quotes - These effects apply to Target cards that Campaigns, you start with all the Campaign’s Target cards in have the specified word in quotes in their title. the Target deck. In Marine Campaigns, you start with only the Target cards in the closest range band. You add the Target cards Example: If the text refers to the word “Fleets”, it would apply for the next more distant range band as you Secure each range to any Target card that had the word Fleet in its title. band. • Campaign Set-Up Shuffling Card Decks Place the Tactical Display Sheet and Campaign Map Sheet in Shuffle the Target deck and Event deck and place them face- front of you. down in the appropriate sections of the Tactical Display Sheet. During the game, shuffle the discards to form a new deck when Next, decide if you are going to fly a US Navy or Marine Corps you need to draw a card and no cards remain in the deck. Campaign. 6 Enemy Air Defenses their vicinity. As the enemy’s intelligence abilities are damaged, Place the cup with the Air Defense counters near the Tactical the number of Sites and Bandits placed to defend a Target is Display Sheet. reduced.

Choose the duration of the Campaign Infra (Infrastructure) you will fly. There are three Campaign This track represents the damage you’ve inflicted to the durations (Short, Medium, and Long) enemy’s energy, transportation, and organizational resources. which specify the number of Days that As their infrastructure suffers damage, the number of Hits you will fly in the Campaign. required to Destroy a Target is reduced. If the number of Hits required to Destroy a Target is reduced below 1, treat it as The Campaign duration also determines needing 1 Hit to Destroy. the number of Special Option Points that are available and the number of The adjustment of Hits does not change the number of counters Victory Points you must score for each that must be Destroyed during Objective missions. success level of the Campaign. Special Option Points Example: If you fly an Iraq 1991 Campaign with a Medium Each Campaign Map Sheet specifies Duration, you will fly 6 Days, receive 45 initial SO Points, and the number of Special Option Points need 14 to 18 VPs to achieve a “Good” Campaign Evaluation. available. The SO Points given to a Campaign are the total number Campaign Notes available throughout the entire Campaign. Some Campaigns have a Notes section that details special instructions You can purchase Special Weapons, Aircraft, or Priority for the Campaign. If a note directs Options with your Special Option Points. The Special Weapons you to “Remove” Site or Bandit are found on the Campaign Sheet. The Priority costs are found counters, do not include those on the Help Sheet. The Aircraft costs are found on the Aircraft counters in your Air Defense cup. cards.

Each Campaign has its Campaign Tracks own list of available Campaign Tracks record damage Standard Weapons and inflicted on the enemy’s strategic Special Weapons. To resources by your squadron. select a Special Place the Intel, Recon, and Infra Weapon, you must pay counters on the corresponding Special Option Points words of the Campaign Tracks. equal to its Weight Points. Standard Weapons do not have a Read the result to the immediate Special Option Point cost. right of the counter. This is a per counter cost. Once you purchase a Special Example: In the example graphic, the Recon counter is pointing Weapon, place it on an Aircraft. The Special Option Points used to a “3”, the Intel counter is pointing to “-1 Center Site”, and to purchase Special Weapons are spent, even if the Special the Infra counter is pointing to “-0 Hits”. Weapon is not expended during the mission.

Recon (Reconnaissance) Example: You must pay 2 Special Option Points for each GBU- This track represents the enemy’s ability to limit reconnaissance 16 selected for a mission. efforts by the United States. As the enemy’s abilities are damaged, it opens up more Target possibilities for your Player Log squadron to choose from by increasing the number of Target Record your Campaign and Pilot cards you may draw when selecting the Target for a mission. information on the Player Log. This rating sets the upper limit on the number of cards you may The information recorded on the draw. You may choose to draw each card one at a time. Player Log is used to determine Pilot Promotion, Special Option Points Example: If you already have several Improvement Target cards expenditures, Target status, and lingering from previous missions, you may not want to draw Campaign outcome. Record any more Target cards and risk bringing more Improvement Target Optional rules purchased in the cards into play. Campaign Notes area. This Sheet should be photocopied or downloaded from www.dvg.com. Intel (Intelligence) This track represents the enemy’s ability to determine which Targets the United States may attack and to position defenses in

7 Selecting Squadron Pilots • Sequence of Play At the start of the Campaign, select Pilot cards based on the Pre-Flight experience levels of the Pilots Draw Target Card(s) (Newbie through Veteran). You Select Target can only select Aircraft that Determine and Place Sites Present have a Service Year range that Assign Pilots includes the Year of the Arm Aircraft Campaign. Target-Bound Flight Record the Pilot Names, Skill Levels, XPs needed for Draw Target-Bound Event Card Promotion, and Cool on the Player Log Sheet. Place Aircraft Determine and Place Bandits Experience levels for a Short Campaign Squadron: Intel Air Defense Adjustment 1 Newbie, 2 Green, 4 Average, and 1 Skilled. Draw Over Target Event Card Phoenix Missile Attacks Experience levels for a Medium Campaign Squadron: Place Turn Counter in Turn Box #1 1 Newbie, 2 Green, 5 Average, 1 Skilled, and 1 Veteran. Over Target Resolution (5 Times) Experience levels for a Long Campaign Squadron: Jettison Decision 1 Newbie, 2 Green, 6 Average, 2 Skilled, and 1 Veteran. Fast Pilots Attack Sites and Bandits Attack Example: I selected a Long Campaign Squadron for Iraq 1991. I One Pilot may Suppress decided to only select F/A-18C Aircraft, I choose: Pilot under Attack may use Evasion Newbie - Wolf Slow Pilots Attack Green - Cowboy, Mustang Aircraft Move and Adjust Altitude Average - Talon, Griffin, Bear, Blackhawk, Panther, Hunter Bandits Move Skilled - Banzai, Lightning Advance Turn Counter Veteran - Wedge Home-Bound Flight Aircraft Quality Draw Home-Bound Event Card The F/A-18C is the baseline for Aircraft quality in the game. Roll for SAR results Selecting an Aircraft with inferior abilities is compensated for by giving you extra Special Option Points at the start of a Debriefing Campaign. Choosing a superior Aircraft will cost you SO Record Mission Outcome, Victory Points, Adjust Recon, Infra, Points. The number of Special Option Points gained or spent and Intel Counters depends on the duration of the Campaign you choose. Add Target Card Stress to Pilots Pilot Stress Recovery (all Pilots) Each A-7, AV-8B gives you: Record Pilot Experience and Stress 4, 8, 12 SO Points during a Short, Medium, Long Campaign • Pre-Flight Each F/A-18E or EA-18G costs you: 2, 4, 6 SO Points during a Short, Medium, Long Campaign Draw Target Cards Refer to the Recon Track on Each F/A-18F costs you: the Campaign Map Sheet to 4, 8, 12 SO Points during a Short, Medium, Long Campaign determine the maximum number of Target cards you Each F-35B/C costs you: may draw for the Day. The number shown to the right of the 6, 12, 18 SO Points during a Short, Medium, Long Campaign counter (where the arrow is pointing) is the number of cards you may choose to draw. Draw cards one at a time. Example: If you place two A-7 Aircraft into your squadron, you would start your Medium Campaign with +16 SO Points. Example: Based on the Recon counter’s position in the sample graphic, you can draw up to 3 Target cards. Pilot Promotion Priority After you choose your Campaign length, you can use the Pilot Examine each of the Target cards and select one as the Target Priority Option. This allows you to immediately Promote one or of the mission. Place it in the Center Area of the Tactical more of your Pilots to his next higher level. You can Promote a Display Sheet. Discard the other Target cards. Pilot more than once. Each Pilot Promotion for a Short Campaign costs 6 SO, Medium costs 12 SO, and Long costs 18 In the column for the current mission, on the Mission Log SO. below the “Target #” header, write the number of the Target card you have chosen to attack. 8 Recon Priority Select the Pilots from your Squadron that will fly this mission After you see the Target cards available to you, you can choose and place their cards in front of you so they can be armed. to purchase the Recon Priority option with your SO Points. Pilots that are Unfit may not be assigned to a mission.

You can spend 2 SO Points to draw 2 more Target cards. Once Arm Aircraft you see the additional Targets, you can do it again. You can Allocate weapons and pods to each of the Aircraft you’ve repeat this as many times as you like. selected for this mission. The specific ordnance you choose will depend on the combat role you expect each Aircraft to perform Down Time during the mission. The number and types of weapons your You can choose not to fly a mission for the current Day. aircraft can carry is limited in several ways: Weight Points per Aircraft, the weapon list shown on the Aircraft card, the If you are not flying a mission this Campaign Day, move the weapon list shown on the Campaign Sheet, and the Special Infra, Intel, and Recon counters 1 to the left. Then go to the Option Points you are able to spend on Special Weapons. mission Debriefing and carry out those steps. Once your Aircraft are armed, record the number of SO Points Determine and Place Sites spent on the Log. There will usually be Sites in the Center Area and surrounding Approach Areas. Situational Awareness Place Situational Awareness counters on the Pilot At the bottom left corner of each Target cards that have Situational Awareness Points. card is a number noting the number of Sites in each Approach Area (App), and a Example: A Pilot has a Situational Awareness value second number showing the number of of 2. Place 2 Points of Situational Awareness counters on his Sites in the Center Area (Ctr). card.

Example: For this Target, place 1 Site in each of the four Select Flight Leader Approach Areas and 2 Sites in the Center Area. Select the Pilot with the highest skill rating to be the mission’s Flight Leader. If more than one Pilot Tactical Display Sheet has the same highest skill rating, you may select Use the Tactical which of them will be the Flight Leader. Place the Display Sheet to Flight Leader counter on that Pilot’s Aircraft card. organize your tactical air-to-air and air-to- Example: The most highly skilled Pilot flying the mission is ground combat. A Skilled. You have selected 2 Skilled Pilots for the mission. You Turn track is included get to choose which Skilled Pilot will be the Flight Leader. to record the five turns the Aircraft get to Weight Point Limit spend Over Target Each Aircraft has a maximum during each mission. number of Weight Points (WPs) of munition counters it can carry. This For each Approach Area and for the Center Area, randomly number is reduced by the Target’s draw the appropriate number of Air Defense counters from the location on the Campaign Map Sheet, (these Weight Points are cup. Place the counters, with their Site side up, in the assumed to be used to carry extra fuel). Approach/Center Area for which they were drawn. Example: If you were Attacking a You may examine the backs of the Site counters to see which Target in this area of the Iraq Bandit/No Bandit possibilities have been eliminated from the 1991 Campaign, each Aircraft possible Bandit counter draws. would suffer a -3 Weight Point penalty. An F/A-18C Hornet, Assign Pilots which can usually carry 8 Weight You must now decide which Pilots to send on the mission. Points, would only be able to carry 5 WPs. Each Target card indicates the maximum number of Aircraft that can participate in the mission. This Tanker Priority number is shown above the graphic of the Aircraft You can choose to purchase the Tanker Priority option during in the center of the Target card. You may send the Arming Step. Having Tanker Priority reduces the mission’s fewer Aircraft on a mission, but you may not send Weight Point penalty to -0 WPs. Pay 1 SO Point for each more than the listed number. Aircraft flying the mission.

Example: This Target indicates that 4 Aircraft can be taken on the mission. 9 • Target-Bound Over Target Event Card This represents the time from when the Aircraft take off until There is a chance that the Target defenses will not be as you they reach the Target’s location. were told. To determine any changes, draw an Event card and resolve the event shown in the middle section. Target-Bound Event Card Draw an Event card and resolve the Event in the top section. Phoenix Missile Attacks If you have F-14 Tomcats equipped with Phoenix Aborting a Mission missiles (AIM-54s), you can launch some or all of After the Target-Bound Event is resolved, you may decide to them during this step against the enemy Bandits. abort none, some or all of the Aircraft on the mission. Declare all Phoenix missiles to be launched, and the target of Aircraft that Abort do not gain Experience, but do suffer Target each, before rolling any dice. Stress as normal. Aircraft that do not abort must participate in the Over Target and Home-Bound Phases. Apply the standard AtA modifiers to these Attacks. During this step, Phoenix Missile Attacks ignore Range and are not Place Aircraft penalized due to the Aircraft carrying AtG counters. Place each of your Aircraft counters in one of the Stand-Off Example: You have 2 F-14s carrying 2 Phoenix missiles each. Areas. More than one Aircraft There are 4 Bandits on the Tactical Display, a MiG-21, MiG-23, may begin in an Area. It is a MiG-25, and MiG-29. You declare 2 Phoenix on the MiG-29, 1 good idea to plan this at the on the MiG-25, and 1 on the MiG-23. You then roll for all 4 same time that you arm your Attacks. Aircraft. Also select the initial Altitude for each Aircraft • Over Target counter. The Over Target Resolution phase is divided into five identical turns. During each turn, resolve the movement and combat on the Tactical Display Sheet. Use the “Turn” counter to keep track of the current turn. Determine and Place Bandits The Target card shows the amount of fighter cover found over Jettison Decision the Target. The exact quantity and type of fighters present is not Aircraft may now “jettison” (remove) any and all munitions known until you reach the Target. carried. These munitions are lost and do not Attack enemy units. This is usually done by Aircraft carrying Air to Ground The bottom-left corner of each Target munitions to avoid negative Dogfight penalties. card shows the number of Bandit counters drawn for each Approach Area Aircraft Attack Sequence and the Center Area. During the appropriate step of a turn, Aircraft can expend munitions to Attack the Target, Sites, or Bandits. The Speed of Example: For this Target, draw 1 Bandit each Pilot is used to determine when his Aircraft Attacks. counter for each Approach Area, and 1 for the Center Area. Pilots with a Speed rating of Fast Attack before Sites and For each Approach Area and the Center Area, randomly draw Bandits Attack. the appropriate number of Air Defense counters from the cup. Place the counters, with their Bandit side up, in the Approach Pilots with a Speed rating of Slow Attack after Sites and or Center Area for which they were drawn. Bandits Attack.

If the counter reads “No Bandit” remove it from Each Aircraft Attacks individually and may only Attack one the Tactical Display Sheet and return it to the cup. target. Resolve the Attack for one Aircraft before declaring an The remaining counters represent the enemy Attack for another Aircraft. fighters defending the Target. Situational Awareness Intel Air Defense Adjustment A Slow Pilot can discard one of his Situational Consult the Intel track to determine if you must add or can Awareness counters during the Fast Pilot Attack remove a Site and/or Bandit counter. step to also Attack during the Fast step of the turn. The Pilot can still Attack during the Slow step of If the track notes “Center”, draw or Destroy the indicated type the turn as normal. of Defense from the Center Area. If the note does not read “Center”, Destroy the indicated type of Defense counters from A Fast Pilot can discard one of his Situational Awareness the Center or any one Approach Area. If the track notes +1 Site counters during the Slow Pilot Attack step to also Attack during or +1 Bandit, draw and add it to the appropriate area of the the Slow step of the turn. The Pilot can still do this even if he Tactical Display Sheet. Attacked during the Fast step of the turn. 10 Discarding a Situational Awareness counter only effects the number, a Hit is scored on the Bandit. Remove each fired Pilot’s Attack for the current turn. weapon counter from the Aircraft. A Bandit is Destroyed when it suffers 1 Hit. A Pilot can only use his Situational Awareness counters to give himself extra Attacks. He cannot use them for other Pilots. Modifiers

Discard the counter when you want the extra Attack to occur.

Remove all unused Situational Awareness counters from the Pilots at the end of each mission. Add the current Pilot AtA modifier to the Flight Leader die rolls. The current AtA modifier is Unlike the other Pilots, the Flight Leader can use based on the Pilot’s current Stress Points his Situational Awareness counters to gain extra as well as other modifiers that might be in Attacks for himself, or expend them for the other effect. Pilots flying the mission. Some Bandits also have a defense modifier on their Attack Restrictions counter. An Aircraft is limited to which enemy units it may Attack based on its current position, Altitude, and weapons load. Each turn a Pilot may declare one enemy to be the target of his Attack: Example: When Hunter (as a Veteran) has 0 to 6 Stress, he uses Attack the Target with any and all Air-to-Ground weapon his Okay stats. He is Fast and has +1 Air Combat skill and +0 counters provided they are in range of the Target and the Ground Attack skill. When he has 7 to 11 Stress he becomes Aircraft is at the proper Altitude. Shaken. He becomes Slow with -2 Air Combat and -3 Ground OR Attack skill. When he has 12 or more Stress, he is Unfit. Attack the Target with Guns, if at Low Altitude and in the Center Area. Example: When Hunter (as a Veteran) Attacks a MiG-21 Bandit, OR he would be able to Attack the Bandit before the Bandit Attack any one Site with any and all Air-to-Ground weapon Attacks, because he is Fast. I would also be able to add +3 to counters provided they are in range of the Site and the Aircraft his die roll (+1 for his AtA skill and +2 more for the MiG’s is at the proper Altitude. defense modifier for a total of +3). OR Attack any one Site with Guns, if the Aircraft is at Low Dogfight Weight Point Penalty Altitude and in the same Area as the Site. The following table shows the penalty a Pilot suffers when OR Attacking or Suppressing a range 0 Bandit while loaded with Attack any one Bandit with any and all Air-to-Air weapon Air to Ground munitions. counters that are in range of the Bandit. OR AtG Weight Points AtA Penalty Attack any one Bandit with Guns, if in the same Area as the 2 or less -0 Bandit. 3-1 4-2 When an Aircraft is ready to Attack, declare the target of the 5 or more -3 Attack and the munitions to be expended, or if the Attack will be made with Guns. Resolve the Attack as described in the These penalties do not apply for Attacks or Suppressions made appropriate section below. at a range of 1 or greater. Do not count Weights Points from Pods. The number of Hits needed to destroy a Target is listed on the Target card. Air Combat Results If a Hit is achieved, the targeted Bandit is Destroyed and Example: You must inflict 7 Hits to removed from the Tactical Display Sheet. Place the Bandit Destroy this Target. counter back in the cup with the other counters. Remove each expended weapon counter from the Aircraft, even if they were not needed. Air to Air Attacks When you expend Air-to-Air weapons or Air to Air Combat Example: Attack a Bandit with Guns you may score Hunter is Attacking a MiG-21 with two AIM-9 AtA a Hit on the Bandit. Roll a d10 for each missiles. I launch the missiles by removing them weapon fired and look at the Attack from the Aircraft card and rolling one 10-sided die number on the weapon. If the modified die for each counter (two rolls). I am attempting to roll roll is equal to or greater than the Attack the Attack number at the top of the counter or higher. The AIM- 11 9 has an Attack number of 6. I also add my Pilot’s AtA Skill to Example: After dropping a Mk. 84 onto an S-60, I roll a die and the die roll (+1), and the MiG-21’s defense modifier (+2). The get the result of 7. The S-60 is Destroyed and removed from MiG-21 will be Destroyed if I Hit it once. I roll a 6 and a 2. The the Tactical Display Sheet and returned to the cup. modifiers change the die rolls to 9 and 5. The roll of 9 is equal to or higher than the Attack number (6) on the AIM-9. The MiG- Damage to the Target 21 is Destroyed. Use the Target Damage counters to record the Hits inflicted on the Target. Air to Ground Attacks When you expend air to ground weapons to Attack the Target Example: After dropping a Mk. 84 on the Target, I or a Site, you may score one or more Hits. Roll a d10 for each roll a die and get the result of 10. The Target weapon fired and look at the Attack number(s) on the weapon. suffers 3 Hits. I place a 3-Hit Damage counter on the Target card. Attack Numbers If the modified die roll is equal to the A Target is Destroyed if it suffers a number first number but less than the second of Hits equal to or greater than the number number, one Hit is scored. listed in the lower-left corner of the Target card. You do not have to destroy the Sites If the modified die roll is equal to the and Bandits to Destroy the Target. second number but less than the third number, two Hits are scored. You do not have to inflict Hits against a Target that does not have a If the modified die roll is equal to the third number but less Hits rating. The Infra track on the than the fourth number, three Hits are scored. Campaign Sheets as well as other game effects modify the number of If the modified die roll is equal to or greater than the fourth Hits needed to Destroy a Target. Do number, four Hits are scored. not modify the Hits needed to Destroy a Target card that lacks a Remove each expended weapon counter from the Aircraft, even Hits rating. if they were not needed. Note: Not all weapon counters have multiple Hit numbers. Example: Target #58 “Fighter Sweep” does not have a Hits rating. Examples: Regardless of effects, you do not When using a Mk. 82, if you roll 1-6 you miss. A roll have to inflict any Hits to Destroy the Target. In this case, you of 7 through 9 scores 1 Hit. A roll of 10+ scores 2 just need to shoot-down the Objective Bandits Hits. Spill Over Damage When using a Mk. 84, if you roll 1-2 you miss. A roll Damage never spills over to another target. Extra Hits inflicted of 3-4 scores 1 Hit. A roll of 5-7 scores 2 Hits. A on a Site do not carry over to affect another Site or the Target. roll of 8+ scores 3 Hits. Likewise, extra Hits scored against the Target do not affect Sites.

If you are Attacking the Target or a Site with Guns, the Aircraft Site and Bandit Attacks must be at Low Altitude. Roll a d10 for the Guns. If the After Fast Aircraft Attack, all surviving Sites and Bandits modified die roll is equal to or greater than 10, one Hit is Attack. A Site is limited to which Aircraft it can Attack based scored on the Target or Site. on the Altitude and range to the player’s Aircraft. A Bandit is limited to the Aircraft it can Attack based on the Bandit’s range Damage to Sites to the player’s Aircraft. If one or more Hits are inflicted on a Site, the Site is Destroyed and removed from the Tactical Display Sheet. Place the Site Each Site and Bandit Attacks individually and may only Attack counter back in the cup. one Aircraft. Resolve the Attack for the Site or Bandit before starting an Attack for another Site or Bandit. Some Sites also have a defense modifier on their counter. A Site or Bandit automatically targets the closest Aircraft. If more than one Aircraft is equally close, randomly determine which one is Attacked.

Example: When Hunter (as a Veteran) Attacks an SA-8A Site, he Aircraft Reactions would be able to Attack the Site before the Site’s Attack After the target of a Site or Bandit’s Attack is determined, you because he is Fast. I would add +1 for the Site’s defense may have your Aircraft react to the Attack. You can first attempt modifier. to Suppress the Attack. If you choose not to Suppress, or it fails, you can try Evading.

12 Suppression Example: Scout is flying at High Altitude in the Any one Aircraft may perform a Suppression Attack on the Site same Area as an S-60. The S-60 can only Target or Bandit. Specify a Gun Attack, or the weapon counter(s) to be Low Altitude Aircraft. Scout cannot be Targeted. expended. Apply all Attack modifiers and Options to the Suppression rolls as normal. If the Suppression die rolls indicate that a Hit is inflicted, the Site or Bandit Attack is Aircraft Movement cancelled. However, the Site or Bandit does not suffer damage During this step you may move your Aircraft from their current from the Suppression Attack. If the Suppression attempt(s) fail, Area to an adjacent Area. the Aircraft cannot try again for that Attack, but can try to Suppress future Attacks. You may also change the Altitude of your Aircraft. There are two Altitude levels in the game: High and Low. The Altitude Example: Bison has been targeted by an SA-10 Site. Raider levels affect which weapons an Aircraft can use and which Sites drops a Mk. 82, Hitting the SA-10. The SA-10’s Attack against can Attack them. Bison is cancelled, but the Site is not Destroyed. Example: I have an A-6 at High Altitude in the East Approach Evasion Area. It can move to any 1 of the following Areas: the Center The Aircraft that is the target of an Attack may choose to go Area, the North or South Approach Areas, or any of the 3 Evasive to reduce the chances of being hit. When an Aircraft Eastern Pre-Approach Areas. When I move the Intruder, it can goes Evasive, place 2 Stress Points on its card. When rolling for remain at High Altitude or change to Low Altitude. the Site or Bandit Attack, roll 2 dice, and use the lower roll. You may exit the Tactical Display and end the Over Target Example: Hoss has been targeted by a MiG-23. He chooses to portion of the mission during the Aircraft Movement step of go Evasive and rolls two dice for the MiG’s Attack. The rolls are any turn. If you choose to do so, remove all your Aircraft from 10 and 1. Using the 1 result, Hoss is missed by the MiG-23. the display. At the end of Turn #5, remove all your Aircraft from the display. Evasion can be used for Site and Bandit Attacks while an Aircraft is Over Target or when reacting to a Special Event Example: At the end of turn #3 Over Target, I have Destroyed Attack when weapon counters can be expended to reduce the the Target and decide to end the Over Target phase. I remove number of Special Event Attacks. all my Aircraft counters from the Tactical Display during the Aircraft Movement step. Attack Resolution Roll a d10 for the Air Defense counter and look at the Attack Example: At the end of turn #5, I have not Destroyed the numbers on the Site/Bandit to resolve the Attack. Target, but I must end the Over Target phase. I remove the Aircraft counters from the Tactical Display Sheet. If the modified die roll is less than the first number, there is no effect on the player’s Aircraft. Bandit Movement Bandits move after your Aircraft move. Each Bandit may move If the modified die roll is equal to the first number but less than one Area but is not required to move. Bandits do not use the second number, add 1 Stress Point to the target Pilot’s Altitude. Use the following rules to determine if and where a current Stress level. Bandit moves:

If the modified die roll is equal to the second number but less If there are one or more Aircraft within the Bandit’s range, the than the third number, the target Aircraft is Damaged. Remove Bandit does not move. all weapon, pod, and Situational Awareness counters and give the Pilot 2 Stress Points. If an Aircraft is Damaged a second If no Aircraft are within the Bandit’s range, move the Bandit time during a mission it is Destroyed. one Area closer to the closest Aircraft. If more than one Aircraft is equally close, randomly determine which Aircraft the Bandit If the modified die roll is equal to or greater than the third moves toward. number, the target Aircraft is Destroyed. Remove the Destroyed Aircraft from the mission. Conduct a SAR (Search And Example: During the Bandits Move step, a MiG-21 is in the Rescue) check for each Destroyed Aircraft during the Home- Center Area and Wolf is in the South Pre-Approach Area. The Bound Flight phase. MiG-21 moves into the South Approach Area. If I have an Aircraft in both the North and South Pre-Approach Areas, the Example: Farmboy has been targeted by a Zu-23-4 MiG-21 will randomly move into one of the two Areas. If my Site in his Area. Farmboy does not Suppress or Aircraft were in the North or South Approach Areas, the MiG- Evade. I roll once for the Site. If I roll a 1 or lower 21 would not move because it has an Attack range of 1. Farmboy is missed and suffers no ill effect. If I roll a 2 through 4, he suffers 1 Stress. If I roll a 5 through 7 he is Damaged. If I roll an 8 or higher he is Destroyed.

13 • Home-Bound • Debriefing Home-Bound Event Card Record the number of Special Option Points you spent during the mission, and the number you have remaining below the Draw an Event card and resolve the Event shown in the bottom Pilot information. section. Below the Special Options line, record the final Target Status of Search And Rescue the Target. If the Target was Destroyed during the mission, After resolving the Home-Bound Event, check the Search And place an “X” in the Target Status and write the number of Rescue, or SAR (pronounced “sar”) results for any Aircraft that Victory Points (VPs) for the Target card (shown in the lower were Destroyed while Over Target, or by Target-Bound or right of the Target card) on the Victory Points line. If the Target Home-Bound Events. This is done by rolling a die, modifying was not Destroyed, place an “O” in the Target Status and 0 the result, and comparing it to the table below. Roll one die, (zero) is written on the Victory Points line. and modify it as shown below, for each Pilot shot-down. Adjust Campaign Tracks Roll Result: If the Target was Destroyed, refer to the Target 9+ Quick Recovery: The Pilot suffers 3 Stress in addition card to determine which tracks are adjusted, to any mission Stress suffered, and gains 1 Experience and by how many spaces. Point for flying the mission as normal. Move the Intel, Recon and Infra counters to 6 to 8 Recovered Under Fire: The Pilot suffers 5 Stress in the right along their tracks the number of addition to any mission Stress suffered, and gains 1 spaces equal to the number found on the Target card. A counter Experience Point for flying the mission as normal. is never moved to cover the last space on the track. 5- Missing in Action: The Pilot becomes Unfit for the rest Example: If the Target is Destroyed, move the Recon counter 1 of the Campaign unless rescued by an Event card. If he space to the right and the Infra counter 2 spaces to the right. is rescued, he returns with 1 Experience Point for flying the mission as normal, and resets his Stress to 3. If the Target was not Destroyed, do not adjust the Campaign Map Sheet tracks. The SAR check roll is modified as follows: • Subtract the Weight Point penalty for the Target (shown on the Target Status Campaign Map Sheet). This is not modified by the Tanker If the Target was Destroyed during the mission, set the Target Priority option. card aside until the Campaign is over. If the Target was not Destroyed, discard it. • Add 1 to the roll for each Weight Point of AtG weapons expended by any Aircraft still flying the mission for this roll. Campaign Outcome This modifier only applies to the current SAR die roll not for If this mission was the last all SAR die rolls. mission of a Campaign, find your Campaign result on the Campaign • Add 2 to the roll if the Aircraft was Shot-Down during Target- Map Sheet. Compare your total Bound, or 1 if Shot-Down during the Home-Bound step. Victory Points to the numbers listed by the Campaign duration Example: During the mission, 2 of my 3 Pilots were shot down. you were playing. Bear was shot down during the Target-Bound step, and Banzai was shot down during the Over-Target step. Shifty remains Example: If you were playing a Short, Libya 1984 Campaign, unharmed and still carries a few weapon counters. and earned 11 Victory Points over the 4 Days, you would have earned a Good Campaign Victory outcome. I choose to expend a Mk. 83 (2 Weight Points of AtG) from Shifty for Bear’s SAR roll. The Target had a -2 WP modifier due Destroyed Aircraft to its location on the Campaign Map Sheet. I roll a die and get Lose 1 Victory Point for each of your Aircraft that was a 5. I add +2 to the roll for the expended Mk. 83, +2 more Destroyed during the Campaign. because Bear was shot down during the Target-Bound step, and -2 for the Target WP penalty. Bear’s Search and Rescue Lose an additional 1VP, 2VP, or 3VP during a Short, Medium, result is a 7. He is Recovered Under Fire. I place 5 more Stress or Long Campaign for each of your Pilots that suffered a Points on his Pilot card and return him to the squadron. Missing In Action result (and was not later recovered with the Search and Rescue Event card). Shifty does not have any more AtG counters to use for Banzai. I roll a 6 for Banzai’s Search And Rescue result. I subtract 2 for Pilot Stress, Recovery and the Target’s WP penalty. Banzai is Missing in Action. I remove his card from the squadron for the rest of the Campaign. Experience During the mission, Pilots that fly a mission suffer Stress and gain Experience Points. The number of Stress Points a Pilot has

14 suffered modifies his skills. The number of Experience Points a gains 1 additional Experience Point. You can also gain Pilot has earned determines promotion for the Pilot. Experience due to Target cards, Target Range, or Event cards. Adding Target Stress Long Range Bonus Target Experience After the mission is over, each The Targets in the most distant Pilot that flew the mission also range band in some Campaigns suffers Stress based on the are worth 1 bonus Experience Target’s Area on the Campaign Point. Such range bands are map. noted with a “+1XP” on the Campaign sheet.

Example: All Pilots who fly a All the Pilots who fly a mission mission against Target #44 (see graphic) suffer 2 Stress Points. against one of these Targets, and Destroy the Target, gain 1 extra Experience Point. Pilot Stress Recovery After the Target Stress Points are determined, Example: You fly a mission against Target #24 (see graphic) and the total Stress Points for a Pilot are reduced Destroy the Target. Each Pilot flying the mission gains 1 extra by the Cool number shown on the Pilot card. Experience Point. This number was also written on the Player Log at the start of the Campaign. Promoting Pilots Check for Pilot Promotion after resolving all mission Stress. If When a Pilot does not fly during a the Experience Point total for a Pilot is equal to or greater than Day, he recovers Stress equal to the Promotion number for the Pilot, he is promoted. Promotion his Cool plus 2. consists of switching the Pilot card for his next higher Pilot Experience Level and noting his new Experience Level on the Example: Hunter gained 7 Stress Player Log Sheet. Pilots Promote from: Newbie to Green, during the last two missions. He is Green to Average, Average to Skilled, Skilled to Veteran, and Shaken and will not be flying the Veteran to Ace. current mission. After the mission, he will recover 1 Stress due to his Example: Hunter just completed a successful mission. He has point of Cool and 2 more Stress earned 2 more Experience Points, bringing his new total to 12. because he rested during the Day He Promotes from Veteran to Ace. instead of participating. At the beginning of the next Day he will only have 4 Stress on his Aircraft and he will be able to use his If a Pilot is promoted, recheck his Stress Points total to Okay stats. determine if he is Okay, Shaken, or Unfit. Also check to see if his Cool rating changed, and record his new Cool on the Player Priority R&R Log Sheet. Once after every mission you may spend 9 SO Points to remove 2 Stress plus the Pilot’s Cool from every Pilot in your squadron. Once a Pilot is Promoted, he loses the Experience Points that gained him the Promotion. Record the new number of Damaged Aircraft Experience Points he must earn to reach the next Experience Damaged Aircraft are automatically repaired and fly the next Level on the Player Log Sheet. mission as normal. The only limitation on availability for the next mission is the Stress accumulated by the Pilot. Example: Newbie Banzai has just returned from a mission. He earned 2 Experience Points, bringing his total to 5 Experience Destroyed Aircraft Points. He Promotes to Green. If the Pilot is recovered by SAR, add the indicated amount of Stress to his card, the Pilot rejoins the Squadron, and continues Example: If Newbie Banzai’s 2 Experience Points give him a as normal. total of 6 Experience Points, he Promotes to Green (using 5 of his Experience Points) and has 1 Experience Point toward If the SAR result is Missing In Action, remove the Pilot from Promoting to Average. the Campaign. Recording Pilot Experience & Stress Write the current number of Stress Points for each Pilot on the Player Log in the column for the current mission.

Give each Pilot that flew the mission 1 Experience Point in the XP’s Gained column on the Player Log, even if he was Shot- Down. If the Target was Destroyed and no Aircraft were Destroyed during the mission, each Pilot that flew the mission

15 Example: I am preparing my Navy squadron for the Short Iraq • Optional Rules 1991 Campaign. I place all the Navy Aircraft into a cup that can At the start of a Campaign, decide which Optional Rules you fly in 1991. I draw one counter and assign him to be my Newbie want to use and record them in the Campaign Notes section of Pilot. I then draw two more counters for my Green Pilots, etc. the Player Log. Campaign Difficulty Night Missions The core Campaign is “Average” difficulty. You can adjust the Some of the Target cards have a night-vision difficulty by selecting Disadvantages and Advantages. Record view of the Target (2, 3, 14, 15, 19, 24, 25, the Difficulty you choose and adjustments for the Campaign. 26, 27, 38, 39, 40, 41, 42, 47, 48, 49, 50, 51). You can choose to fly each of these missions Difficulty Adjustments at “night”. If you fly them during the “day”, Ace Select 3 Disadvantages fly them as normal. Veteran Select 2 Disadvantages Skilled Select 1 Disadvantage Make this decision during the Arm Aircraft Average No Adjustment step. If you choose to fly the mission at night, use the following Green Select 1 Advantage rules. Newbie Select 2 Advantages Do not use Disadvantages the standard Extra Stress: Pilots suffer 1 extra Stress when flying a sequence mission. each turn Over Target (Fast, Enemy Defenses, Slow). At the start of each Improved Sites/Bandits: Add 1 to Site and Bandit die rolls. turn Over Target, randomly draw one of the four “Fast”, “Slow”, “Bandits”, and “Sites” counters to determine which Extra Sites/Bandits: Place 1 extra Site counter when placing Aircraft and enemies will act. All your Slow Pilots act when Center Area Sites and draw 1 extra Bandit counter when you draw the Slow counter, all their Sites act when you draw determining Center Area Bandits. the Sites counter, etc. Once you resolve all attacks, draw the next counter, and so on until all four counters have been drawn Reduced SOs: Start with fewer SO Points. Short = -6, Medium for the turn. = -15, and Long = -24. All Pilots flying the mission suffer 1 Stress at the start of the Advantages mission. Less Stress: Pilots suffer 1 less Stress when flying a mission. If you Destroy the Target, you gain Special Option points equal Downgraded Sites/Bandits: Subtract 1 from Site and Bandit to the number of Aircraft specified by the Target card. die rolls.

Example: If you Destroy Target 14, you receive 3 SO points. Fewer Sites/Bandits: Place 1 fewer Site counter when placing Center Area Sites and draw 1 fewer Bandit counter when There is no Short, Medium, or Long Campaign SO cost to determining Center Area Bandits. being able to fly Night Missions. Increased SOs: Start with more SO Points. Short = +6, Note: Flying a mission at “Night” does not have any other Medium = +15, and Long = +24. effects. Each Pilot can still only fly one mission per Campaign Day, Secondary Target rules still work as normal, etc. High Stress Attacks/Suppressions Flying 1 Less, or 1 More, Aircraft Before any Pilot performs an Attack or Suppression for the turn, you can decide to gain +1 on all his Attack and You can take 1 more Aircraft than the Target card specifies, but Suppression rolls for the turn. The Pilot suffers 1 Stress Point you lose 1 VP. If you take 1 less Aircraft than the Target card each turn this is used. A Pilot may only do this once per turn. If specifies, and still Destroy the Target, you gain 1 extra VP. If you select this option, pay 3, 6, or 9 SO’s for Short, Medium, you select this option, pay 3, 6, or 9 SOs for Short, Medium, or or Long Campaigns. Long Campaigns. Large Deck Marine Campaigns Random Squadron Selection Marines also operate squadrons of strike aircraft from large Instead of selecting your Pilots, randomly determine them. deck Navy Attack Carriers. Use the following rules to Place all the selectable Aircraft counters (based on Service command one of these squadrons. Life) in a cup. Randomly select the appropriate number of counters from the cup. Assign each set of draws to a Skill Level Use the standard Marine Target card selection, range band, and before you draw. Pay and/or gain SO’s as normal for the “Secure” rules. Aircraft drawn. If you use this option, gain 6, 12, or 18 SOs for Short, Medium, or Long Campaigns. If you end up with less Do not select AV-8B Harrier IIs. than 0 SO Points, return the Aircraft counters and draw again. 16 Subtract 1 from the number of Aircraft assigned to each Target card. • Aircraft and Ordnance Aircraft Example: You could normally assign 3 Aircraft to attack Target card #58, but when using this Option you can only assign 2 Aircraft.

If you select this option, pay 3, 6, or 9 SOs for Short, Medium, A-6 Intruder: or Long Campaigns. A two-seater aircraft that first saw combat in the skies over Vietnam. The Replacement Pilots A-6 remained the Navy’s primary strike Each time you have a Pilot suffer a Missing In Action result, aircraft until it was replaced by the you can make one attempt to replace the Pilot during the Assign Hornet. Pilots step of one future mission. Select a random Pilot (not in your squadron) flying the same Aircraft type as the Missing Pilot. If there are no remaining Pilots for that Aircraft type, you Special Rules: A-6s do not have internal guns and cannot carry cannot receive a replacement. Roll to determine the Skill Level air-to-air weapons. and SO cost of the replacement Pilot. Once you see the result of the die roll, you can choose to accept or decline the replacement. If you accept, add the Pilot to your Squadron and pay his SO cost. If you decline, you cannot roll again in the future for that Missing Pilot. If the Missing Pilot is later recovered, choose which of the 2 Pilots to keep and remove the A-7 Corsair II: other from the Campaign. Another aircraft that first saw action during the Vietnam War. The A-7 was Roll Skill Level SO Cost designed to be a maneuverable strike 1Newbie0 fighter that also had limited air combat 2-4 Green 1 capability. It last saw action over Iraq 5-7 Average 4 during Operation Desert Storm. 8-9 Skilled 7 10 Veteran 10 Special Rules: You gain 4, 8, or 12 Special Option Points for each A-7 you select for a Short, Medium, or Long Campaign. Damaging Targets You cannot arm an A-7 with more than 2 AIM-9s. If you score at least one-half the Hits needed to Destroy a Target, but less than the Hits needed to Destroy the Target, you Damage the Target. Note on your Log the number of Hits you scored on the Target. You score one-half the Target’s VPs, rounding down. If you later shuffle the Target deck and draw the Target, it begins with the Hits you previously inflicted on it. AV-8B Harrier II: Do not discard “Improvement” Targets, they remain selectable. The Harrier is operated by the US If you then Destroy the Target, gain one-half the Target’s VPs, Marine Corps Also known as the rounding up, and its normal Intel, Infra, and Recon track “Harrier Jump Jet”. It is capable of adjustments. If you select this option, pay 3, 6, or 9 SO’s for taking-off and landing vertically. This Short, Medium, or Long Campaigns. made the aircraft a perfect choice to operate from the Marine’s small deck • Credits shore assault carriers. These aircraft are Game Design Dan Verssen well-suited for both air-to-ground and air-to-air combat. Game Development Holly Verssen Suggestions and Ideas Dave Schueler, Chris Fawcett Special Rules: Harriers flying at Low Altitude are assumed to Game Art: Wan Chiu be flying “Nap of the Earth” (tree top level). Low Altitude Rulebook Edits: Hans Korting, Christoph Haeberling Harriers treat Site and Bandit Damaged results as if they were Stress results. This rule has no affect on Special Event cards. You gain 4, 8, or 12 Special Option Points for each AV-8B you select for a Short, Medium, or Long Campaign.

Example: Normally, an SA-11 would inflict a Stress point on a die roll of 2, 3, 4, or 5, a Damage on a roll of 6 or 7, and a Destroyed on a roll of 8, 9, or 10. If the SA-11 was attacking a Low Altitude Harrier, it would inflict a Stress point on a roll of 2, 3, 4, 5, 6, or 7, and a Destroyed on a roll of 8, 9, or 10.

17 E-2C Hawkeye: F-14 Tomcat: An aircraft with multiple crew A two-seater aircraft. The Tomcat was members. The Hawkeye also began its designed as a long-range missile slinger service life during the Vietnam War. It to bring down Soviet bombers during continues to serve as the long-range the Cold War. The F-14 is the only eyes and ears of the fleet, and will do aircraft to carry the AIM-54 Phoenix so into the foreseeable future. missile.

Special Rules: The E-2C cannot carry any munition counters Special Rules: The F-14 can carry the air-to-ground weapon and does not have an internal gun. counters listed on its card, but it cannot carry more than 4 Weight Points of them. The F-14 cannot carry more than 6 Some Hawkeye cards list a die roll to ignore a Special Event. If AIM-54 Phoenix missiles. you draw a Special Event card that you would like to ignore and there is a Hawkeye participating in the mission, roll a die. If you roll the specified number or higher, ignore the Event. E- 2Cs have the ability to expend their Situational Awareness counters for the other Aircraft in your mission even if the E-2C is not the Flight Leader. F/A-18C Hornet: The Hornet was the first multi-role Some Hawkeye cards will also give the other Aircraft a bonus aircraft fielded by the US Navy since on their air-to-air and/or air-to-ground die rolls. When you add the retirement of the F-4 Phantom. The a Hawkeye to a mission, it does not count against the number F/A-18 carries a wide variety of air-to- of Aircraft you can send on the mission. air and air-to-ground weapons. Additionally, its pilots are able to quickly switch between AtA and AtG modes, which further enhances its flexibility.

EA-6B Prowler: A two-seater aircraft. The EA-6B evolved from the EA-6A, which in turn was an extension of the A-6. The F/A-18E Hornet: Prowler is responsible for jamming The E version of the Hornet was enemy radar and sensor systems to developed to expand on its already protect the strike aircraft. formidable air-to-ground capability. Nicknamed the “Super Hornet”, these Special Rules: Subtract 1 from all enemy die rolls that are aircraft can carry even heavier loads. targeting one of your Aircraft (including the Prowler) in the Prowler’s Area. Additionally, subtract 1 more (for a total of -2) Special Rules: You must pay 2, 4, or 6 from any enemy die rolls targeting the Prowler itself. These Special Option Points for each F/A-18E you select for a Short, subtractions are used for Site and Bandit Attacks while Over Medium, or Long Campaign. Target or when reacting to a Special Event Attack when weapon counters can be expended to reduce the number of Special Event Attacks. The Prowler does not use Weight Points, it always carries 4 AGM-88s. Arm fewer AGM-88s if you run out of AGM-88 counters. The Prowler does not have an internal gun and cannot carry air-to-air weapons. F/A-18F Hornet: A two-seater aircraft. The F version is based on the F/A-18E Super Hornet’s airframe and adds a second cockpit position. This version of the Hornet is oriented toward air-to-ground missions. In Navy jargon, the E and F are referred to as “Rhino” to avoid confusion with the earlier C model Hornets.

Special Rules: You must pay 3, 6, or 9 Special Option Points 18 for each F/A-18F you select for a Short, Medium, or Long AIM-9 Sidewinder: The Sidewinder has been used Campaign. by US aircraft since the 1950s. It is a heat-seeking weapon that homes in on the heat produced by jet engine exhaust. A pilot declares the launch of a Sidewinder with the radio call of “Fox Two!”.

AIM-54 Phoenix: The Phoenix was designed to EA-18G Hornet: engage Soviet bombers before they could launch A two-seater aircraft. The G model is a cruise missiles at the carrier and its task force. The specialized version of the F/A-18F. It launching aircraft must first designate the target replaces the Navy’s EA-6B Prowlers with its radar, but unlike the Sparrow, the AIM-54 possesses its and takes over the role of jamming own radar and can guide itself to the target. A pilot declares the enemy radars and sensors. It carries launch of a Phoenix with the radio call of “Fox Three!”. AIM-120s for defense, but is usually loaded to attack and suppress enemy Special Rules: AIM-54s can only be carried by the F-14 ground sites. Nicknames include “Growler” and “Grizzly”. Tomcat. You can fire Phoenix missiles during the Phoenix Missile Attacks step of the Target-Bound Phase as well as Special Rules: Subtract 1 from all enemy die rolls that are during Over Target turns. During the Phoenix Missile Attack targeting one of your Aircraft (including the EA-18G) in the step, each Phoenix missile can target a different Bandit. EA-18G’s Area. Additionally, subtract 1 more (for a total of -2) Designate all targets before rolling any dice. from any enemy die rolls targeting the EA-18G itself. These subtractions are used for Site and Bandit Attacks while Over AIM-120 AMRAAM: The AMRAAM Target or when reacting to a Special Event Attack when weapon (pronounced “am-ram”) is much like the Phoenix counters can be expended to reduce the number of Special missile in that it can self-guide to the target. The Event Attacks. The EA-18G does not have an internal gun. You AIM-120 is however more agile than the AIM-54, must pay 2, 4, or 6 Special Option Points for each EA-18G you and can be effectively used in close range combat. It has the select for a Short, Medium, or Long Campaign. nickname of “Slammer”. As with the Phoenix, a pilot declares the launch of an AMRAAM with the radio call of “Fox Three!”.

Special Rules: AMRAAMs have the Independent ability, but cannot use it to target a Bandit at range 0 or 1. To Attack a F-35B/C Lightning II: Bandit at range 0 or 1 it must be your Pilot’s declared target. The F-35B/C is the Navy’s first generation of “Stealth” fighters. These Example: Your F/A-18E is in the South Pre-Approach Area and aircraft are very capable in both the air- selects a MiG-21 in the South Approach Area for his Attack. He to-air and air-to-ground roles. fires an AIM-9 at the MiG-21. At the same time, he can fire some of the AIM-120s he his carrying. You could fire 1 at the Special Rules: The enemy Bandits and MiG-21, 1 at a Bandit in the North Approach Area, and 1 at a Sites ignore (do not Move toward or Bandit in the Center Area. He could not fire 1 at a MiG-23 in Attack) F-35B/Cs at a range of 1 or more. Each F-35B/C the South Approach Area, because it is only at range 1 and is Aircraft card has a Stealth notation with a die roll. Roll a die not the declared target. for Stealth for Site and Bandit Attacks while an F-35B/C is Over Target or when reacting to a Special Event Attack when Air to Ground Weapons (AtG weapons) weapon counters can be expended to reduce the number of Mk. 20 Rockeye: The Rockeye evolved out of the Special Event Attacks. If you roll the Stealth rating or higher, Vietnam era CBUs (Cluster Bomb Units). As the you cancel the enemy Attack. Roll for Stealth before bomb approaches the ground, the outer casing Suppressing and Evading. You must pay 3, 6, or 9 Special breaks open, scattering hundreds of hand-grenade Option Points for each F-35B/C you select for a Short, sized bomblets over an area the size of a football field. Medium, or Long Campaign. Special Rules: If you use Rockeyes to Attack a Soft Target or Ordnance Counters Site, add 5 to its Attack die rolls. Rockeyes are immune to the Air to Air Missiles (AtA weapons) Dispersed limitation of only being able to score 1 Hit per AIM-7 Sparrow: The Sparrow has been the counter. primary US Navy radar-guided air-to-air missile since the Vietnam War. To launch an AIM-7, the Mk. 82 Iron Bomb: This category represents a attacking aircraft “paints” the bandit with its radar wide variety of close range ground attack energy. The Sparrow then engages the target by homing in on weaponry in the 500-pound weight range. These the reflected radar energy. When a pilot launches a Sparrow, he weapons are unguided and trace their ancestry back puts out the radio call of “Fox One!” to notify friendly pilots. to the bombs carried by WWII aircraft.

19 Mk. 83 Iron Bomb: These weapons are a larger Dispersed limitation of only being able to score 1 Hit per version of the Mk. 82. Each weighs 1000 pounds. counter.

GBU-10: The GBU-10 is the laser-guided version Mk. 84 Iron Bomb: These weapons are an even of the 2000 pound Mk. 84 bomb. The GBU larger version of the Mk. 82. Each weighs 2000 (Guided Bomb Unit) adds a laser seeker head and pounds. guidance fins to convert the unguided bomb into a precision weapon. The original Paveway system entered service AGM-62 Walleye: The AGM-62 was first used in 1968. during the Vietnam War. Walleyes are guided to the target by the launching aircraft through the use of a GBU-16: The GBU-16 is based on the 1000 pound television camera in the nose of the weapon. The Mk. 83. AGM-62 is an unpowered glide bomb. Once launched, they can glide for many miles.

AGM-65 Maverick: The Maverick is a rocket- GBU-12: The GBU-12 is based on the 500 pound powered precision-guided missile that has been in Mk. 82. the Navy’s inventory since the 1970s, having replaced the AGM-12 Bullpup. The weapon can be equipped with several different types of seeker-heads including television, infra-red, and laser. GBU-31 JDAM: The JDAM (Joint Direct Attack Munition) is the latest generation of smart weapons Special Rules: If you use AGM-65s to Attack a Vehicle Target, fielded by the US military forces. The GBU-31 is a add 3 to its Attack die rolls. Mavericks are immune to the bolt-on kit that attaches to a 2000 pound Mk. 84 Dispersed limitation of only being able to score 1 Hit per bomb. It initially used a GPS system to direct it to a Fixed counter. (immobile) target. Later, a laser guidance option was added to allow it to attack mobile targets. AGM-84 Harpoon: The Harpoon entered service in 1979 as the premier anti-ship stand-off weapon GBU-32 JDAM: The GBU-32 is based on the carried by Navy aircraft. In 1991, the AGM-84 1000 pound Mk. 83. weapon system was upgraded to include the SLAM (Stand-off Land Attack Missile) variant to attack land targets. GBU-38 JDAM: The GBU-38 is based on the 500 AGM-88 HARM: The HARM (High-speed Anti- pound Mk. 82. Radiation Missile) is used exclusively to engage enemy radar systems. Once launched, it locks-on to the source of enemy radar emissions, homes-in, and destroys the radar energy emitting components. Special Rules: These rules apply to all JDAM weapons. Unlike other Special Weapons, JDAMs do not have a per counter SO Special Rules: AGM-88s can only be fired against Sites that cost. JDAMs always cost 12 Special Option Points per mission. have an “R” in their top-left corner. They can also be used to If you pay the 12 SO, you can carry as many JDAMs as can be meet the requirement when AtG counters must be discarded as loaded on to your Aircraft for that mission. JDAMs can only part of an Event card or to modify a SAR roll. target Fixed Targets and the Sites of Fixed Targets from 1999 to 2008. JDAMs have a range of 1 when dropped from High AGM-130: The AGM-130 is a precision-guided Altitude, or a range of 0 when dropped from Low Altitude. rocket mounted to a 2000 pound bomb. It is an JDAMs have the Independent ability. excellent long-range weapon for attacking hardened targets. The weapon became operational Example: Your F/A-18C at High Altitude is in the Center Area during the mid-1990’s. and selects the Target for his Attack. He drops the 4 GBU-38s he is carrying. You could have 2 Attack the Target, 1 Attack a AGM-154 JSOW: The AGM-154 JSOW (Joint Site in the Center Area, and 1 Attack a Site in an Approach Stand-Off Weapon) was developed as a long-range Area. weapon to engage enemy air defenses from a safe distance. Once the missile arrives at the target, its Rockets: Each Rocket counter represents a tube casing separates to spread sub-munition bomblets over the holding several rockets. Rockets trace their lineage target area. back to the rocket pods carried by fighter-bombers in WWII. Special Rules: The AGM-154 has a range of 3 when launched from High Altitude, or a range of 1 when launched from Low Special Rules: If you use Rockets to Suppress a Site Attack, Altitude. If you use AGM-154s to Attack a Soft Target or Site, add 3 to its Suppression die rolls. add 3 to its Attack die rolls. JSOW’s are immune to the 20 Pods • Sample Mission Pods are not expended like other weapons. They remain with I’ve decided to play a Short Iraq 1991 Introductory Campaign. the Aircraft throughout the mission and are always in effect. My first choice is to fly as US Navy or Marine Corps I choose the Navy. I begin by choosing my eight Pilots. In 1991, I can ECM Pod: This is an electronic counter-measures choose from F/A-18Cs, F-14s, A-7s, A-6s, EA-6Bs, and E-2Cs. pod used to defend the Aircraft carrying it from Here are my selections... enemy attacks. F-14 Newbie Kermit Special Rules: Each time the Aircraft is Attacked by a Site or A-7 Green Pluto Bandit or when reacting to a Special Event Attack when A-6 Green Bug weapon counters can be expended to reduce the number of F/A-18C Average Banzai Special Event Attacks., roll a die for the ECM Pod before F/A-18C Average Wedge Suppressing or Evading. Negate the Attack on a roll of 6 or F-14 Average Teflon higher. A Pilot whose Aircraft is equipped with an ECM Pod A-6 Average Dingo only suffers 1 Stress when Evading (instead of 2). Each Aircraft F/A-18C Skilled Blackhawk can only carry 1 ECM Pod. The campaign gives me 22 Special Option points. I gain 4 more Internal Guns for selecting one A-7 to be part of my squadron (total of 26). I In addition to the munition spend 6 to Priority Promote Kermit to Green and I purchase the counters you load on the Target Damage Option for 3. This leaves me with 17 SOs to aircraft, many aircraft are start the campaign. equipped with guns. Campaign Prep Special Rules: In Air-to-Ground combat, Guns may be used to I reference the Campaign sheet and remove all the SA-15 Site Attack the Target or a Site in the same Area as the Aircraft. The counters from the mix and separate the Iraq 1991 Target cards. Aircraft must be at Low Altitude. A successful Attack will inflict 1 Hit. Use the Pilot’s Air to Ground Skill to modify the Mission Prep Attack. In Air-to-Air combat, Guns may be used to Attack I can draw up to 3 Target cards for Bandits in the same Area as the Aircraft. When Attacking a my first mission. I draw them one Bandit, the Aircraft may be at Low or High Altitude. Use the at a time. I draw Target #31 - Pilot’s Air to Air Skill to modify the Attack. Weapon Factory. Not good, it is a huge 7 plane mission and the enemy gains an Improvement until I Destroy it. I draw again and get Target #1 - Minor Airfield. Another Improvement! The enemy also gets +1 to their Center Bandit Target values.

I decide to stop drawing Targets and attack the Minor Airfield.

Next, I determine the Sites present. There will be 1 Site in each Approach Area and 2 Sites in the Center Area. I draw the following Site counters:

North: SA-6 South: SA-8B East: SA-7 West: SA-2 Center: SA-10, M1939

I choose 4 Aircraft to participate in this mission. Each Aircraft has a -1 Weight Point Penalty due to the Target’s location on the Campaign sheet.

21 I arm my Aircraft as follows: Turn 1 At the start of each Turn Teflon: AIM-54, AIM-54, AIM-7, AIM-7, AIM-9, Over Target, I must draw AIM-9, AIM-9 a Bandit counter for the Banzai: AIM-7, AGM-88, AGM-88, Mk.20, Center Area due to the Mk.82, Mk.83 Target’s “1 Bandit” Pluto: AIM-9, AGM-88, Rockets, Mk.84 notation. I draw a counter, Blackhawk: AIM-7, AIM-7, ECM Pod, Mk.83, Mk.83 it is a MiG-21, and I place it in the Center Area. I record 2 SOs spent for the AIM-54s on my Campaign Log. Here is what the Tactical Flight Leader Display Sheet looks like Blackhawk is my highest skill level Pilot flying the mission, so at this point. he is my Flight Leader. My Fast Pilots begin the I place Situational Awareness counters on my Aircraft cards. attack. Teflon uses his 1 Blackhawk receives 2 and Teflon receives 1. Situational Awareness counter to act during the Fast step this turn. He fires 2 AIM-7s My Aircraft are now ready to launch from the carrier. at the MiG-29. He needs 5s to Hit, and rolls a 4 and 9, Destroying the MiG. Banzai fires an AIM-7 at the MiG-21 up Target-Bound North. He needs a 6 and rolls a 6, Destroying the MiG-21. On the way to the Airfield, I draw the Target-Bound Event - Charlie Foxtrot. I can only spend 4 Turns Over Target, and The Sites and Bandits then attack. The SA-10 randomly targets each Pilot gains 1 Experience point. I record the point for each Pluto. Banzai fires an AGM-88 and Suppresses it with a die roll of them on the Player Log. of a 5. The SA-2 randomly selects between Pluto and Blackhawk, and targets Blackhawk. Blackhawk rolls a 9 for his I place Teflon and Banzai in the Eastern portion of the North ECM Pod and negates the attack. Stand-Off Area, and Pluto and Blackhawk in the Western portion of the South Stand-Off Area. All start at High Altitude. My Slow Pilot now gets to attack. Blackhawk uses 1 Situational Awareness to allow Banzai to act during the step. Banzai fires Once I approach the Airfield, enemy Bandits start appearing on an AGM-88 and Destroys the SA-10. Pluto fires an AGM-88 at my radar screens. I draw 1 Bandit for each Approach Area and the SA-8B and misses with a roll of a 2. 1 for the Center Area. I draw an extra Bandit for the Center Area due to this Target’s Improvement. I draw the following I now move my Aircraft. Teflon and Banzai move into the Bandits: central North Pre-Approach Area, and Pluto and Blackhawk move into the central South Pre-Approach Area. They all dive North: MiG-21 to Low Altitude. South: No Bandit East: MiG-29 The MiG-21 randomly moves toward Pluto. West: No Bandit Center: Mirage III and No Bandit Turn 2 I draw another Bandit I remove the “No Bandit” counters and return them to the cup. counter, and luckily it is a No Bandit. I draw Elusive Flight Path as my Over Target Event with the result of No Adjustment. Here is the current situation. Phoenix Missile Attacks I get to declare AIM-54 Phoenix missile attacks. I will launch I do not make any Fast two, one against the MiG-29 and one against the Mirage III. attacks.

AIM-54s need to roll a 6 or higher to Hit. Teflon gets +1, and The SA-6 targets Banzai, he gets +2 more against the Mirage III. Teflon rolls a 4 against who evades. The SA-6 the MiG-29 and misses, and a 7 against the Mirage III. The rolls a 1 and 4. Banzai Mirage III is Destroyed. gains 2 Stress for Evading. The SA-8B targets Blackhawk. He rolls for his ECM Pod and rolls a 3, failing. He Evades and the Site rolls a 4 and 9. Blackhawk gains 1 Stress for Evading and 1 more Stress from the Site Attack. The MiG-21 targets Pluto, who Evades, and the Bandit rolls a 2 and 10. Pluto suffers 2 Stress 22 from Evading. Home-Bound I draw Aerial Refueling as the Home-Bound Event. Very nice! Time for my Slow Attacks. Blackhawk fires 2 AIM-7s at the During my next mission, I can select Priority Refueling and not MiG-21, rolls 3 and 4, and Destroys it. Pluto fires his Rockets have to spend any SO points. at the SA-8B and Destroys it. Debriefing Teflon and Banzai move into the North Approach Area and The Mission is successful and I gain 2 Victory Points. I also Blackhawk and Pluto move into the South Approach Area. move the Recon counter by 1 to the right and the Infra counter by 2 to the right. The Improvement on the Weapon Factory Turn 3 Target has no effect. I draw a No Bandit for the Airfield. At the end of the mission each Pilot gains 2 more Experience points for Destroying the Target and not having any Aircraft Here is the situation. This Destroyed. Each Pilot also suffers 2 Stress for flying a mission is my third turn. I could in this range band of Iraq. Teflon and Blackhawk reduce their normally stay for 2 more Stress by 1 each due to their Cool ratings. The Pilots end with turns, but the Charlie the following: Foxtrot Event means next turn will be my last. Teflon - 5 Stress (Okay) Banzai - 4 Stress (Shaken) Banzai drops his Mk.20 on Pluto - 4 Stress (Okay) the Soft SA-6, rolls a 3, Blackhawk - 3 Stress (Okay) and Destroys it.

No Sites can Attack my Aircraft.

I can’t make any Slow Attacks.

All Aircraft move into the Center Area.

Turn 4 I draw a MiG-21 for the Airfield.

Here is the situation. This is my last turn Over Target.

Banzai drops a Mk.82 and Mk.83 on the Target and rolls a 6 and 8, which become 7 and 9, scoring 3 Hits. Blackhawk uses his last Situational Awareness point to allow himself to act. He drops his two Mk.83s on the Target, rolls a 5 and 7, and scores 3 Hits.

The MiG-21 targets Pluto. Teflon fires 1 AIM-9 to Suppress and rolls a 7. Success! The Bandit’s attack is cancelled. The M1939 attacks Teflon. Banzai attempts to Suppress with his Cannon, rolls a 3, and fails. Teflon Evades, and rolls a 6 and 10. Teflon is Damaged. I remove all his remaining munition counters, and he suffers 2 Stress from Evading and 2 Stress from getting Damaged.

Blackhawk Strafes the Target, rolls a 6, and misses. Pluto drops his Mk.84 on the Target, rolls an 8 and scores 3 Hits. The Target is Destroyed! 23 Some of our fine DVG games...

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